Use glm::radians instead of deg_to_rad (Fixes #37)
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575cbdc341
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25 changed files with 129 additions and 131 deletions
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@ -157,15 +157,15 @@ public:
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// Update light positions
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// w component = light radius scale
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#define r 7.5f
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#define sin_t sin(deg_to_rad(timer * 360))
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#define cos_t cos(deg_to_rad(timer * 360))
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#define sin_t sin(glm::radians(timer * 360))
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#define cos_t cos(glm::radians(timer * 360))
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#define y -4.0f
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pushConstants[0] = glm::vec4(r * 1.1 * sin_t, y, r * 1.1 * cos_t, 1.0f);
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pushConstants[1] = glm::vec4(-r * sin_t, y, -r * cos_t, 1.0f);
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pushConstants[2] = glm::vec4(r * 0.85f * sin_t, y, -sin_t * 2.5f, 1.5f);
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pushConstants[3] = glm::vec4(0.0f, y, r * 1.25f * cos_t, 1.5f);
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pushConstants[4] = glm::vec4(r * 2.25f * cos_t, y, 0.0f, 1.25f);
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pushConstants[5] = glm::vec4(r * 2.5f * cos(deg_to_rad(timer * 360)), y, r * 2.5f * sin_t, 1.25f);
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pushConstants[5] = glm::vec4(r * 2.5f * cos(glm::radians(timer * 360)), y, r * 2.5f * sin_t, 1.25f);
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#undef r
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#undef y
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#undef sin_t
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@ -457,15 +457,15 @@ public:
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{
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// Vertex shader
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glm::mat4 viewMatrix = glm::mat4();
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uboVS.projection = glm::perspective(deg_to_rad(60.0f), (float)width / (float)height, 0.001f, 256.0f);
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uboVS.projection = glm::perspective(glm::radians(60.0f), (float)width / (float)height, 0.001f, 256.0f);
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viewMatrix = glm::translate(viewMatrix, glm::vec3(0.0f, 2.0f, zoom));
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float offset = 0.5f;
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int uboIndex = 1;
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uboVS.model = viewMatrix * glm::translate(glm::mat4(), glm::vec3(0, 0, 0));
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uboVS.model = glm::rotate(uboVS.model, deg_to_rad(rotation.x), glm::vec3(1.0f, 0.0f, 0.0f));
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uboVS.model = glm::rotate(uboVS.model, deg_to_rad(rotation.y), glm::vec3(0.0f, 1.0f, 0.0f));
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uboVS.model = glm::rotate(uboVS.model, deg_to_rad(rotation.z), glm::vec3(0.0f, 0.0f, 1.0f));
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uboVS.model = glm::rotate(uboVS.model, glm::radians(rotation.x), glm::vec3(1.0f, 0.0f, 0.0f));
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uboVS.model = glm::rotate(uboVS.model, glm::radians(rotation.y), glm::vec3(0.0f, 1.0f, 0.0f));
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uboVS.model = glm::rotate(uboVS.model, glm::radians(rotation.z), glm::vec3(0.0f, 0.0f, 1.0f));
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uint8_t *pData;
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VkResult err = vkMapMemory(device, uniformData.vertexShader.memory, 0, sizeof(uboVS), 0, (void **)&pData);
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